Shipwreck Cove - Prototype

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description

Student designed boardgame with printouts and instructions.

Transcript of Shipwreck Cove - Prototype

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Table of contents

Story &

Introduction…………………………………………………………………………………………………………...…...Pg 3

Game

Components…………………………………………………………………………………………

…………………….....Pg 4

Game Board isual

!ayout…………………………………………………………………………………………………

……..Pg "

Game

Setup…………………………………………………………………………………………………

…………………………...Pg #

Gameplay……………………………………………………………………………………………

……………………………….Pg #$11

%ules……………………………………………………………………………………………………

……………………………Pg 1$13

'etailed %ules (or Speci)c

Pieces……………………………………………………………………………………….Pg 13$

14

Cards

list………………………………………………………………………………………………………

……………………Pg 14$1*

+,-……………………………………………………………………………………………………

……………………………………Pg

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Story & IntroductionStory: In 1#4/ a 0eet o( sips carrying 2nglis settlers/ o are seeing (ortune inte 56e 7orld8/ ventured out (rom 2ngland. 9ey set (ort in te opes o( )ndinga ne :eginning and a :etter li(e. , (e nigts a(ter te sips set sail/ tey areapproaced :y a orri)c storm. 9e cremem:ers try desperately to :rea teropes tat ere eeping te sips grouped; :ut te poer o( te aves ripped andtore te sips into pieces. 9e event le(t every sip completely destroyed (rom tedevastating urricane. 9e giant sells persisted as cre mem:ers tried to ang onto remnants o( teir sips. 9at nigt as te end o( many lives/ and <ust :eginningte nigtmare o( te (e survivors. 

 9e adventure :egins on an island someere in te ,tlantic =cean/ ere te

remaining survivors end up ased upon te :eac. 2veryone relies on teir onill to live/ and tey aim to )nd a ay o> te island. 9ey must )nd provisions/tools/ and parts to :uild a ra(t/ signal )re/ or repair a siprec in order to escape.

 9ey must e?plore tis island/ ile avoiding its dangerous secrets/ and stayingcautious o( oter people in order to escape/ ending te nigtmare once and (or all.

Intro: Siprec Cove is to to (our players and is set in old times. @ou play as asurvivor tat is trapped on an island someere in te ,tlantic =cean. 9ey erete only settlers tat survived teir vessels getting caugt in te urricane. 9eisland is (ar (rom (riendly/ it antagonist players/ drastic eater conditions/ traps/and an unelcoming indigenous tri:e. 9is game even involves cra(ting/ escapemetods and traps. Be care(ul toug/ every action reAuires provisions/ and running

out can ave deadly conseAuences.

Objective: Survive and )nd a ay to escape. ,s te player/ you ave to orrya:out your provisions in order to move and per(orm oter actions. ,dding a (eplayers can provoe te strategy and mind game related to :acsta::ing and even5grieving8. Players can old secret alliances or play completely competitively inorder to acieve te in condition. Players ave 3 rounds to )nd a ay to escape(rom te island/ or all players are le(t to teir demise.

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Game Components

See +igure 1 (or an e?ample o( setup.

● 1 Game Board it e?es denoted movement spaces

● 1 narro card:oard/ rectangular piece tat allos (or a com:atspace/ ic is placed ne?t to te Game Board com:at space is a circle (orte de(ender and a line limit (or te attacer

● 4 )gures using glass counters● 4 :ags o( 3 provision counters same color as playerDs

caracter counter● # sets o( cards a total o( " cardsE Fungle/ Inland/ %uins/ Cave/

Siprec/ and 7eater eac dec ill :e (or speci)c to region eaterevents split :eteen decs

● 1 1$sided dice● Pencil & Paper

+igure 1

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Game Board Visual Layout

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Game Setup1st  Hn(old :oard

nd  Players coose color temed counters (or provision count and caracter.

Players may not cose te same color as anoter player.

3rd  Players collect " starting provisions (rom teir cosen counter color :ag.

4t  Sue eac assorted card set/ Inland/ Fungle/ %uins/ Cave/ Siprec/ and

7eater dec. 2?cept (or te olcanic 'oom card ic is alays placed at te

:ottom o( te eater dec.

"t  Place eac dec in teir respect(ul locations on te :oard.

#t  Players ill roll a ten sided die one time to determine o :ecomes Player 1.

 9e inner is determined :y te igest num:er on te die roll. In te event tere

is a tie :eteen any players tat ave a te igest score/ ten te players ave tore$roll te die. =nce te die is re$rolled ten te player it te igest num:er

ins te position (or Player 1. 9e second igest num:er :ecomes Player / tird

igest is Player 3/ and loest num:er :ecomes Player 4.

Jt  Players ill place teir pieces on teir respective starting locations/ ic is

determined :y te player order. 9e starting positions are as (ollosE Player 1 gets

te 6ort starting point/ Player gets te 2ast starting point/ Player 3 gets te

Sout starting point/ and Player 4 gets te 7est starting point.

Kt  =nce all o( te players ave teir counters placed don on teir designated

start location/ ten Player 1 ill determine i( te turn seAuence ill rotate clociseor counter clocise. =nce tis is determined ten te game may :egin.

Gameplay

MovementE

In tis pase you ill move your designated counter across te game :oard. @oucan move your piece in any direction or pattern tat you decide. @ou must spend

one provision counter per tile en moving (or te )rst tree tiles; oever everytile you move a(ter te tird ill cost to provisions per tile instead o( one. @ouDrelimited on movement ic is determined :y te num:er o( provisions you ave ,player can move as (ar as tey ant as long as tey ave te provisions to do so/and any uncrossa:le tiles you come across. 9is pase also cains into te trading/salvaging/ stealing/ and attacing pases. ,(ter moving i( you )nd yoursel( itinto tiles o( anoter player/ you can coose to eiter steal or trade (rom te near:yplayer. I( you land on a point o( interest tile/ ten you are alloed to salvage tis

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turn. I( you move onto te same tile as anoter player/ you are ten a:le to lead an

attac against te oter player. See +igures .1 and . (or an e?ample.+igure .1 +igure .

SalvageE

 9e )rst action is salvage; te player may tae part in tis action i( tey arestanding on eiter te <ungle point o( interest/ inland point o( interest/ cave/ ruin/ orsiprec tiles/ also players may not salvage (rom te same tile itout )rstmoving o> te tile and aiting 3 turns. 'uring tis action te player can spend isor er provisions in order to dra cards (rom te terrain speci)c decs i.e.salvaging on te siprec tile causes te player to dra (rom te siprec dec.

 9e provision cost (or draing a card is one provision oever te player is givente option o( spending an additional to provision (or a total cost o( tree and

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dra a second card (rom te respective terrain dec. =nce te dran cards areadded to te playerDs and tis action is complete. See +igure 3 (or an e?ample.

+igure 3

ScavengeE

6e?t is scavenge; during tis turn te player is alloed to searc any tile/ e?cept (orte :eac/ cli>/ and stas tiles/ (or provisions. 9o do tis te player spends a setamount o( provisions and ten rolls a 1$sided die to determine te amount o(provisions tey gain :ac. 9ey may eiter coose to spend to provisions and rollte die once or spend an e?tra tree total o( )ve in order roll te die a secondtime. ,(ter rolling te die te player adds te total num:er tey rolled to teir totalprovisions :e(ore giving temselves te necessary amount o( counters and endingte action. 9ey player may scavenge i( tey ave not moved tis turn and avenot scavenged on te current tile te turn :e(ore. See +igure 4 (or an e?ample.

+igure 4

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 9radingE

 9rading is an action tat can only :e accessed :y te player i( tey are at least to

tiles aay (rom anoter player. 'uring tis action :ot players discuss ic cardtey are illing to part it/ and ic card tey ant in return. 9e trading playersmay only trade one pair o( cards at a time and itDs up to tem to come to anagreement. I( no agreement can :e settled ten te trade ends it no cards :eingsapped. Loever te action is only completed i( te trade is success(ul so i( anagreement cannot :e reaced te player is still (ree to coose anoter action.

StealingE

Stealing/ lie te trading action/ can only :e done i( te player is itin to tiles o(anoter player. 'uring tis action te player o initiated te steal places (ourcounters itin te com:at circle see map prototype/ and te de(ending player

places tree. =nce te counters are set :ot players must ten place one o( teirands :eind teir :ac/ and it teir (ree and tey :egin snatcing te countersout o( te circle. 2ac player may only tae one counter at a time meaning tecounter tey removed must :e placed into te and :eind teir :ac :e(oreattempting to remove anoter. 7en all o( te counters are removed :ot playerscount te num:er o( counters o:tained and te player it te most counterscollected is declared te victor. 9e inning player ten cooses one card atrandom to tae out o( te losing playerDs and and places it into teir on andtere(ore ending te action. See +igure " (or e?ample.

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+igure ".

,ttacingE 

 9e )nal action is attacing. 9is action starts en a player lands on te sametile as anoter player. ,t te start o( te attac te attacing player agerste amount o( provisions tey ant to :et 7ager cannot surpass tede(ending playerDs total provisions/ and te de(ending player is (orced tomatc te ager. 7itin tis action te de(ending player places to countersitin te com:at circle/ ile te attacing player ten uses tree countersto try to noc te to de(ending counters out o( te circle. Loever i( eiterte attacing or de(ending player as a eapon card tat a>ects teattacing action tey are alloed to reveal it to ad<ust te num:er o(counters availa:le tere(ore increasing teir cances o( inning. 9eattacing player nocs te de(ending playerDs counters out :y sliding teircounters into te de(enders; once a counter is slid it cannot :e reused. ,(terall tree o( te attacing playerDs counters are used te players ill cec to

see i( any de(ender counters remain itin te circle. I( tere is at least oneo( te de(ending playerDs counters still remaining/ te de(ending player isdeclared te victor; su:seAuently/ i( none o( te de(enderDs counters remainten te attacing player is declared te victor. 9e victor is rearded itagered provisions/ and te losing player is (orced to move o> te saredtile. 9e agered provision counters are placed to te side and are not tecounters used in te com:at circle. !ieise te counters used in te com:at

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circle are not te agered amount. See +igure #.1/ #./ #.3/ and #.4 (ore?amples.

+igure #.1 +igure #.

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+igure #.3+igure #.4

ules

General ules

1. 9e player may only per(orm one o( tree primary actions perturn. 9ey may move/ scavenge/ or salvage.

. PlayersD action is limited :y teir num:er o( provision counters.3. Players may move in any direction on te :oard.4. Players may not move on ater or cli> tiles/ unless oterise

stated :y an eAuipment card.". Players may not ave more tan provision counters.

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#. Players need to ave all o( te necessary parts in order toinitiate an escape; meeting one o( te end conditions.

J. Players cannot steal (rom or move on oter playerDs secretstases.

K. 9o trade or steal te player must :e or 1 space aay (romanoter player.

*. Players are reAuired to eep trac o( o many turns tey avetaen and en tey attacsteal (rom anoter player.

 'etailed %ules (or Speci)c Pieces!rovisions

● I( a player runs out o( provisions tey are given a cance to gain

provisions :y rolling te die.● I( tey mae a " or iger tey gain te num:er o( provision counters

tey rolled.● I( te player rolled a 4 or loer tey lose all o( teir parts/ and are

returned to teir stas it " provision counters.● ,ll parts lost due to player deat are returned to te :ottom o( teir

respective decs.● Players may sip teir turn i( tey ave at least 1 provision counter

and do not is to move or per(orm an action.● Sipping a turn gives any player tat sipped teir turn 1 provision

counter.

Cards

2vent Card/ 7eater

● 7eater cards a>ect all players.● 2very 3 rounds a eater card is dran (rom te eater card dec.●  9e )rst eater card is dran at te start o( te gameDs 3rd round.● =nce a eater cardDs e>ect is over tat eater card is placed into

te discard pile.● olcanic doom is alays placed on te :ottom o( te dec and is not

sued it te rest o( te dec. 2vent Card/ 9errain speci)c

● ,>ects te one o dre te card.● Player (ollos te e>ect on card.● ,(ter te card e>ect as :een (olloed te card is returned to te

:ottom o( its respective dec.

 2Auipment Card/ 9raps

● ,(ter use/ te used trap card is placed :ac into itDs respective dec.● I( te player a>ected :y te trap loses a part (rom te trapDs e>ect tat

part is returned to its respective dec unless oterise stated on te card.

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●  9o use a trap card player must ave te reAuired parts in teirinventory.

● Players do not discard te part cards reAuired (or trap cards.

 2Auipment Card/ 7eapon

● 7eapon cards are only used during attacing.● Players may only use one eapon card at a time.● ,(ter use players ill eep te eapon card.● Hpon te )rst use/ te card is revealed and stays (ace up (or te

remainder o( te game unless lost due to anoter cardDs e>ect or stolen :yanoter player.

● I( a eapon is lost it is returned to te :ottom o( its respective dec.

2Auipment Card/ ItemsN Players may use as many item cards as tey ant.N Players may not use multiples o( te same item card <ust one o( eac

item.

Cards list 

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"#$N Players may move and salvage/ move and trade/ move and steal/ or

move and attac.N Players may not move and scavenge.N Players tat attac or steal must ait turns to per(orm attac or steal

again.N Players need to record at turn tey ,ttacSteal on so tat tey

no en tey are a:le to attacsteal again.N Players canDt counter attacsteal till te attacingstealing player can

attacsteal again/ :ut tey can attacsteal (rom oter players.N I( a player loses teir turn tey do not gain a provision counter.N 9e ammer card is :ot a eapon and a part card.N 9e rope card is :ot an item and a part card.

%in Conditions

 9ere are tree in conditions tat you must coose to do in order to in te game.

 9ese must :e completed itin tirty rounds o( te game in order to in. 9ese

conditions must :e met as (ollosE

Si'nal "ire: =n tis escape plan you must gater te tar/ ru::le/ and

0int roc parts :e(ore you can use tis escape plan. =nce you ave tis

escape plan togeter you must go to a :eac tile and roll a 1$sided die and

roll a J or iger in order to in. Loever/ i( you (ail to get a J or iger on

your )rst roll you may roll again/ :ut you must spend 3 provisions per roll. epair S(ip)rec*ed Boat: =n tis escape plan you must gater te

tar/ ammer/ and rope parts in order to e?ecute tis plan. =nce you ave tis

plan ready you must ten travel to te siprec. =nce you get to te

siprec on your ne?t turn/ te game is over and you in. Build aft: =n tis escape plan you must gater rope/ ru::le/ and

ammer parts in order to e?ecute tis plan. =nce you ave tis plan ready

you must travel :ac to your stas your start location. ,(ter you ave

reaced your stas you must sip your ne?t turn and ten travel to a :eac

tile on your ne?t turn.

Lose Condition

Shipwreck Cove as tirty rounds/ and during tese rounds eater cards ill :e

0ipped every 3rd round. =n te last round o( te game te eater card called

Volcanic Doom ill :e 0ipped. 7en Volcanic Doom is 0ipped/ regardless i( you

ave an escape plan ready or not/ te game ill end. ,ll players are le(t to teir

eminent demiOe.

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Credits

, Creatively Insane Studios creation.

Sta+:

6atan %en(roe

Stepen ,ndrusieicO

evin Sanders

Matte Carey

 Fustin Fonson